Ashpin
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Hi all.
After a small hiaituius I am about to begin running Fortress of the Stone Giants. This will pick up after some the players completed Burnt Offerings and the Skinsaw Murders. We had a blast playing those adventures, but had two of our players move away.... :-(
After playing a couple of other campaigns, we are keen on walking the stress of Sandpoint again. However, in the meantime, we have added several new players to the game and I really want to dovetail into the AP by having an "lead in" adventure where the players finally put to rest the ghost of Jervis Stoot.
I have been reading numerous posts on here re Jervis Stoot, the Chopper and Chopper's Isle. There is a lot of good ideas amongst this, including James Jacob's write up of Jervis Stoot as a rogue ghost. I plan on scaling this ghost up to be a CR9 ghost, who will emerge from the Isle after a visiting sailor steals his old carving tools. This will lead to Das Korvat getting his hand on the tools and falling under the maelovent influence of the ghost, leading to a series of murders that coincide with the Saviours festival. Ideally ths will foiled by the new heroes in town, who will travel out to Chopper's isle to put the angry ghost to rest.
I am starting to pull together some of the pieces of the plot, but was welcoming thoughts from the community on the following:
1) How I tweak Stoot's ghost to be a particularly memorable opponent that build's on his previous history, and
2) Ideas for laying Stoot's ghost finally to rest. My fallback plan is that returning the carving tools to the Isle will put his haunt at rest again, but of course this is only a temporary measure. Any ideas of a suitable way of destroying his tools or otherwise putting the ghost to rest would be welcomed.
Any other suggestions as to particular events or plot deals around this early thoughts would be much appreciated.
Cheers
Ash